From 242d6f4b2344194620f7465097d96dc6daf2011e Mon Sep 17 00:00:00 2001 From: Johanna Ploog Date: Thu, 14 Jan 2010 22:50:37 +0100 Subject: New change log section: Ranged combat. --- crawl-ref/docs/changelog.txt | 40 +++++++++++++++++++++------------------- 1 file changed, 21 insertions(+), 19 deletions(-) (limited to 'crawl-ref') diff --git a/crawl-ref/docs/changelog.txt b/crawl-ref/docs/changelog.txt index 539bdccf46..0e09282602 100644 --- a/crawl-ref/docs/changelog.txt +++ b/crawl-ref/docs/changelog.txt @@ -53,18 +53,34 @@ Levels * The pandemonium lords' levels get special announcements. * Many new vaults. +Ranged combat +------------- +* Removed hand crossbows and Darts skill. +* New profession: Arcane Marksman, combining Crusader, Warper and Hunter. +* Fixed wall-stopped item beams getting two chances to hit their target. +* New missile materials: silver, steel. +* New missile brands: dispersal, electricity, exploding, penetration, reaping. +* New needle brands: sleep, slow, paralysis, confusion, frenzy and sickness +* Slings are one-handed and no longer delayed by shields. +* Reduced weight of large rocks; stones are a bit heavier. +* More generous stacking of ammunition. +* Lowered mulch rate for branded ammunition. +* Rings of slaying also apply to missile launchers. +* Branded ammunition is described as "glowing". +* Poisoned ammunition is more effective. +* On launchers, the protection brand is replaced with evasion, providing +5 EV. +* Except for Nessos, launchers of flame can't be combined with poisoned ammo. +* Hunter starting ammunition starts out at +1; sling-based Hunters get bucklers. +* Branding spells will also affect launchers. +* Removed Poison Ammunition in favour of Poison Weapon and temporary brands. + Items ----- -* Removed hand crossbows and Darts skill. * Removed amulet of resist slowing. * Fixed occasional permanent stat loss/gain with stat-modifying equipment. -* Fixed wall-stopped item beams getting two chances to hit their target. * Added scroll of silence. * Added potions of brilliance and agility. * Added shields of reflection. -* New missile materials: silver, steel. -* New missile brands: dispersal, electricity, exploding, penetration, reaping. -* New needle brands: sleep, slow, paralysis, confusion, frenzy and sickness * New amulets: guardian spirit, faith, stasis. * Amulet of clarity prevents unvoluntary berserk. * Lowered gold dragon armour's AC value. @@ -72,8 +88,6 @@ Items * All randart weapons get a brand. * The speed brand is only created randomly for artefacts. * Halved damage bonus of the vorpal brand to 12.5%. -* Post-berserk exhaustion cancels Haste, even with an amulet of resist slowing. -* Slings are one-handed and no longer delayed by shields. * Armour acquirement is more likely to fill secondary slots. * Non-divine acquirement tries to avoid handing out armour/weapons already seen. * Book acquirement doesn't give manuals to spellcasting specialists anymore. @@ -82,13 +96,9 @@ Items * Weapons of holy wrath cannot be cursed. * Improvements to whips and demon whips; the latter can be blessed by TSO. * Reduce the chances for artefacts with only one stat property. -* Reduced weight of large rocks; stones are a bit heavier. -* More generous stacking of ammunition. -* Lowered mulch rate for branded ammunition. * Weapons of electrocution discharge in water. * Remove evocable mapping/teleportation from artefacts. * Removing +Lev items cancels levitation and is disallowed over water. -* Rings of slaying also apply to missile launchers. * Clubs and spears get moderate stabbing bonus. * Clubs may stun target upon successful stabbing. * Vampiric weapons can only be wielded at full and cause hunger when wielded. @@ -97,12 +107,8 @@ Items * Rods identify on wielding and use the Maces & Flails skill. * Rod recharging no longer depends on player MP or being in inventory. * Enchanting rods increases their recharge rate. -* Branded ammunition is described as "glowing". -* Poisoned ammunition is more effective. -* On launchers, the protection brand is replaced with evasion, providing +5 EV. * Let chunks stack, if their age is similar. * Deep water doesn't destroy items, lava only flammable ones. -* Except for Nessos, launchers of flame can't be combined with poisoned ammo. Monsters -------- @@ -131,7 +137,6 @@ Monsters Characters ---------- -* New profession: Arcane Marksman, combining Crusader, Warper and Hunter. * Strength effect on carrying capacity greatly increased. * Base carrying capacity depends on weight of the player species. * Demonspawn have been overhauled, mutations no longer depend on skill sets. @@ -149,7 +154,6 @@ Characters * Shield value SH transparently reflects blocking chance. * Changed Magic mapping mutation to work passively. * Sticky flame negates invisibility. -* Hunter starting ammunition starts out at +1; sling-based Hunters get bucklers. Interface --------- @@ -186,8 +190,6 @@ Spells * Summon Small Mammals doesn't summon green or orange rats anymore. * Fulsome Distillation non-randomly depends on corpse type, but not rottenness. * Tukima's Dance weapon strength depends on spell power and weapon weight. -* Branding spells will also affect launchers. -* Removed Poison Ammunition in favour of Poison Weapon and temporary brands. * Summon Wraiths is replaced by Haunt, a smite-targetted summoning spell. * Directed non-enchantment spells make noise when they hit something. * Spell miscasts and hell effects are noisy. -- cgit v1.2.3-54-g00ecf